”GIMMICS: How to organize, manage and control a pharmacy practice game” Online Educa Berlin...
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Transcript of ”GIMMICS: How to organize, manage and control a pharmacy practice game” Online Educa Berlin...
”GIMMICS: How to organize, manage
and control a pharmacy practice game”
Online Educa Berlin 2005
Speakers
Prof.dr. Jos van der Werf University of Groningen
Professor in Pharmacy Business Administration
ir. Aaldrik Sillius
University of Groningen
Educational Technologist
GIMMICS=Pharmacy Practice Game
Outline of the presentation:
- GIMMICS: organization / management / control- experiences with GIMMICS (1998-2002)
- an emerging problem in controlling GIMMICS (2003) - how we tackled this problem (2004-2005)
- lessons learnt
GIMMICS: starting point
Considerations at the outset:
1) develop teaching provision to bring pharmacy practice into the educational setting
2) a game is a good choice for such a provision:- games create a rich educational setting- which is a prerequisite for teaching academic skills
3) the game must be as close to real life as possible- use real experts from the health care field- use actors
Game setting: physical
Headquarters
Room 1 Room 2 Room 3 Room 4 Room 5
ground floor
3rd floor
5-6 students
2 computers -> LAN / Internet
1 client: -> Pharmacom or Aposys a small library -> referential purposes
2 teachers, 2 student assistants
3 computers ->LAN / Internet
2 servers: Pharmacom / Aposys -> pharmacy computer systems
Game setting: communication
Headquarters
Room 1 Room 2 Room 3 Room 4 Room 5
ground floor
3rd floor
website* Pharmacom* Aposys
phone email face-to-face
Week 1: students prepare for the game
- familiarize with setting in “Pill Village” - virtual village
- define pharmacy policy- guidance for the rest of the game!
- set up documentation system- familiarize with pharmacy computer system- divide roles
- 1st/2nd pharmacist, pharmacy assistants
Game setting: in time (1/2)
Weeks 2,3,4: “Students … the game is on!”
- full responsibility for running their pharmacy- game management start providing assignments- each pharmacy starts with 8000 (virtual) patients- if pharmacies do well, they gain patients- if not, …..
Last day of the game- the team with the highest number of patients is the winner
Game setting: in time (2/2)
Assignments: 4 categories
Routine ~: Long term ~:
Ad-hoc ~:Self-defined projects
* specialize on: - polypharmacy - the elderly - travel* take over other pharmacy* cooperate with other pharmacy
negotiate with: - drug retailers - health insurance companies meet with: - local physicians - board of home for the elderly
daily processing of prescriptions
- Ntotal = 35-40
- Npitfalls=20-25
client needs inhaler instruction
physician: “Substitution allowed?”
drug addict: “I want methadon!”
woman speaking in foreign tongue
hospital specialist: “Pills too large!”
Assessment of assignments:- each assignment is assessed - assessment based on:
- solid evidence (processing of prescriptions)- on-the-job observations (e.g. during meetings)- feedback of actors/actresses
Outcome of assessment:- either gain or loose a number of patients
Assessment procedure (1/2)
Now this may come as a surprise ….
Assessment procedure (2/2)
Outcomes of assessments are not explained !!!- students have to reflect on their own actions
- as an individual- as a team
In practice:- difficult at first, both for students and teachers
Experiences with GIMMICS (1/2)
1998-2002: students state that playing GIMMICS ….
- is great fun
- makes them more prepared for their next internships
- invokes them to reflect on their own actions
- invokes them to integrate knowledge and skills they have acquired over the past few years
Experiences with GIMMICS (2/2)
Other universities followed our lead:
University of Utrecht Faculty of Pharmacy(have introduced GIMMICS in 2004)
University of BrusselsFaculty of Pharmacy(will introduce GIMMICS early 2006)
An emerging problem (2003)
External experts and actors:- are invited to supply case material from their own practice
Pro’s:- case material is up-to-date, realistic- keeps game dynamic- keeps students and experts motivated
Con’s:number of game interactions => information load => workload => number of mistakes
Analysis of game setting
Any solutions? (1/2)
Solution 1: take action- impose standards on case material Outcome:- external experts will loose motivation and leave- game setting will become poor
Solution 2: take no action- “Mistakes will happen”Outcome: - external experts will become discomforted and leave- game setting will become poor
Any solutions? (2/2)
Solution 3: - reduce the workload / information overload of the game management
How:- identify game activities that are time consuming - select those activities that can be
- foreseen - put in your own time schedule- facilitated through the use of ICT
Activity 1 (1/6)
Activity 1: planning and documentation of agenda’s of external experts and actors
- concerning long term assignments: “Is health care expert X available at day D?”
- concerning ad-hoc assignments: “Can actor A play role R in case C at day D?”
Activity 1 (2/6)
Solution: Actor Registration System
- internet application
- after registration, experts/actors provide info on:- contact information- actor profile- availablility
- game management use this info to:- schedule assignments
ARS: login screen (3/6)
ARS: actor profile (4/6)
ARS: actor availability (5/6)
ARS: selecting an actor (6/6)
Activity 2 (1/4)
Activity 2: storage and retrieval of case material
- case material from external experts / actors- digitally stored, but never processed
Problems:- troublesome retrieval
Activity 2 (2/4)
Solution: Case Management System
- internet application
- cases are described and stored in a structured format- meta-information is added
- retrieval made easy - possibility to share cases (->Groningen/Utrecht )
CAMS: login screen (3/4)
CAMS: editing a case (4/4)
Activity 3 (1/4)
Activity 3: transfer of knowledge from game management (GM) to student assistants (SA)
- SA support GM throughout the game- GM are experts in running the game- SA are novices- GM must transfer (implicit) game knowledge:
- facts, descriptions, criteria, manuals, procedures,…- rules of thumb, strategies
Activity 3 (2/4)
Solution: build a GIMMICS Knowledge Base
- make implicit game knowledge explicit- using techniques from knowledge engineering- describe knowledge as task models- task models are hierarchic by nature
- put hierarchy of task models into digital form- make them available to student assistants
GKB: a (partial) task model (3/4)
GKB: an elementary task (4/4)
ARS/CAMS/GKB: experiences
Built:- ARS (2004), CAMS (2004), GKB (2005):
Used:- in several game rounds in Groningen/Utrecht
Game management state: - very useful tools in reducing workload
- while preparing for the game- while running the game
- “Yes .... let’s think of new initiatives in the game”
Lessons learnt (1/2)
1) Starting premisseA game with a rich setting creates an appropriate educational environment for learning academic skills
2) Inevitable chain of events: richness of game setting => number of game interactions => workload => mistakes
3) Imposing standards is not an option number of standards => richness => motivation of all game participants
Lessons learnt (2/2)
4) There are better ways to reduce workload- carefully analyze all game interactions - identify time-consuming activities - select those that can be
- foreseen - put in your own time schedule- facilitated through ICT